function gameInit(){
	stageLayer= new LSprite();
	addChild(stageLayer);
	startGameLogo();
	//startSelectView();
	//startInternalAffairs();
}
/**
 *进入游戏开始Logo画面 
 **/
function startGameLogo(){
	var gameLogo = new GameLogo();
	stageLayer.addChild(gameLogo);
}
/**
 *进入选择势力画面 
 **/
function startSelectView(){
	stageLayer.die();
	stageLayer.removeAllChild();
	
	selectMap = new SelectMap();
	stageLayer.addChild(selectMap);
}
/**
 *进入内政画面 
 **/
function startInternalAffairs(){
	stageLayer.die();
	stageLayer.removeAllChild();
	
	mapData = mapDataAll[0];
	internalMap = new InternalAffairsMap();
	stageLayer.addChild(internalMap);
}
/**
 *进入战场画面 
 **/
function startAttack(){
	stageLayer.die();
	stageLayer.removeAllChild();
	
	var chara;
	var selfCoor = [[0,0],[0,32],[0,64],[32,32]];
	var enemyCoor = [[0,32],[32,0],[32,32],[32,64]];
	var selfFormation = [[20,40],[20,200],[20,350],[100,120],[100,280]];
	var enemyFormation = [[540,120],[540,280],[620,40],[620,200],[620,350]];

	var selfFormation = [[20,40],[20,350],[90,200],[160,40],[160,350]];
	var enemyFormation = [[460,40],[460,350],[540,200],[620,40],[620,350]];
	
	selfList = [];
	for(var j=0;j<selfFormation.length;j++){
		for(var i=0;i<selfCoor.length;i++){
			chara= new Character(1,BELONG.SELF);
			chara.setCoordinate(selfFormation[j][0] + selfCoor[i][0],selfFormation[j][1] + selfCoor[i][1]);
			selfList.push(chara);
		}
	}
	enemyList = [];
	for(var j=0;j<enemyFormation.length;j++){
		for(var i=0;i<enemyCoor.length;i++){
			chara= new Character(1,BELONG.ENEMY);
			chara.setCoordinate(enemyFormation[j][0] + enemyCoor[i][0],enemyFormation[j][1] + enemyCoor[i][1]);
			enemyList.push(chara);
		}
	}
	atkMap = new AtkMap(selfList,enemyList);
	stageLayer.addChild(atkMap);
}